We are making a heavy use in our project of 2D lights and Shadow Caster 2D on URP, and I noticed that when I have a Spine with a mesh, Shadow Caster 2D uses that mesh as the collider/mask for projecting shadows, which produces really nasty results.
For instance I have this tree in Spine with its mesh:

But in-game when I focus my light on the tree, the shadow it projects looks wrong because it seems to be using somehow the contours of the Spine mesh as well as the Shadow Caster 2D to project the shadow.


The Shadow Caster 2D collider (in white) looks like this:

And this is the Shadow Caster 2D window dialog I'm using:

Do you know why this could be happening? With normal sprites (not Spines) shadows work correctly.
We are using the latest versions of the Spine runtimes and URP. Unity 6.1.2f1.
Thank you very much in advance!